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Unit

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Posts posted by Unit

  1. There's too much linear thinking in "but lol if maps are bigger then Nod always wins lolz" - the issue with Nod winning consistently comes down to a few different issues.

    1. Terrible design. Terrace was a great example of this problem. A map entirely devoted to barren terrain with nothing in-between two bases but mountainous dirt. I'm pretty sure there was a version without base defenses, but having an AGT made no difference at all. Stealth Tanks could easily maneuver around anything that tried finding them and they almost always destroyed the AGT in moments flat with little or no warning.

    2. Wide open spaces with no warning systems. If you're going to make big maps, you need something that will make them at least somewhat defendable. I always added regular Guard Towers to my maps for a few reasons, primarily being an obstacle against "lol stealth" that always permeated Renegade and made it play terribly. If you're going to lol stealth around in many of the maps I made, you had to earn the right to do it first - that meant disabling defenses that could automatically spot you.

    3. Regular players always kind of... suck. That's just the nature of the beast in any game, and that doesn't help keep win/loss ratios for GDI/Nod consistently equal.

    I made some pretty big maps that had what I consider to be pretty great gameplay, like Fjord, which came out a good 10 years after Renegade's 2001 release:

    Fjord97.jpg

    FjordGDI.jpg

    FjordNod.jpg

    It's big, yet Stealth Tanks aren't "I win" buttons. The map is purposely designed with two AGTs set up with TD-style defenses (two missiles, no guns) while Guard Towers back up the AGTs with machine gun fire. If you lost to Stealth Tanks, your enemy was better than you. Big isn't bad. It just has to be done properly, and that requires thinking on multiple levels when you make a map - instead of the simplistic "LOL I MAED MAEP 4 GAEM" stuff we saw over the years.

    99% of fan maps were exactly covered in points 1 and 2.

    also, I really like fjords, but still in all the full server games (25vs25) ive had on that map on jelly marathon i never, not even once saw nod lose. GDI -always- lost. big map = nod map. seemingly by default

  2. I'm of the opinion that Renegade benefited from people who refuse to learn how to play the game. I know that Under's never ending matches never been fun for me so I always wanted a quick way i could single handedly take out the entire attacking force with little effort. Field's almost as bad, ive got no idea how to buy flame tanks or how aim a repair gun at an artillery or mammoth tank whilst coordinating the rest of the team, or how to form an effective counter rush, so having a 700 credit OP airstrikes totally destroying an attacking force is really handy. whats even better is using airstrikes on a defending team when their tanks are in the only way to leave their base, drop an airstrike and kill them all without having to do annything, leaving them constantly defenceless. Having balanced airstrikes isn't likely going to allow me to instantly cripple anything beneath it so im totally against it. I never played the original but all this purist bullcrap about how elite you are because you don't want airstrikes complicating my ability to simply win without effort is laughable.

    I fixed that for you.

  3. this is good until you remember that all the nod characters besides the 1000 ones, have no names or faces, so while there can only be one Dead 6 gunner, there could be millions of laser chain gun weildling nod guys running around. while there only 1 dead 6 sniper called deadeye, there are trillions of black hand snipers camping and hugging around, etc.

    the list goes on.

    also renegade players on the whole are complete morons, and should not be allowed to decide what character you are or should be, and definately shouldnt be allowed to then enforce that. just the same as the entire voting systems should be completely removed for the very same reason.

  4. goldrush and lakeside are the only maps that dont absolutely fucking suck at the moment, you're probably a nod player. *yawn* whiteout and walls are just nodwins.mix, field is just GDIwins.mix Mesa has some questionable base designs but its good too.

    Gold rush looks good, is well made, is none linear, big enough to make airstrikes not fucking unbearable in every respect there could possibly be for their reason in this game.

    its a good map, period. get off the crack ffs and stop posting dumb things.

  5. Just No. In timed AOW that could possibly maybe slightly have a fraction of truth, but otherwise.

    Also please stop trying to degrade this thread with your rubbish images.

    stop polluting the game with troll posts then and I might consider it. also Hate, saying "nerfed in several ways" isnt really saying an awful lot about in what ways those are, so while it is a welcome notion its meaningless.

    also Savas please go back to call of duty, your post made my eyes bleed. without any planning, skill or team work you think its great to be able to blow up the entire attacking force with 1 move because you are just so bad at the game you cant figure out how to break a seige. its disgusting, and exactly what Renegade doesnt need.

  6. a units firepower should be proportionate to the cost of the base unit. that is all.

    • shotgun should be a powerful weapon, but needs less range and spread than it does now, original ren shotgun had half the range the current one does it seems.
    • chemsprayer is so overpowered it simply isnt funny, needs a massive nerf, or the unit itself a massive increase in price
    • flamethrower is better than it was in the original game, but isnt overpowered, its fine as it is.
    • tiberium auto rifle, again so overpowered its beyond a joke, and the cause of much all chat rage in Jelly servers. that gun should cost 1000+ at its current stats.
    • The grenadier needs a slight nerf towards infantry.
    • Throwable hand grenades need completely removing.
    • The standard machineguns need their ROF decreasing and damage per shot increasing because id rather fire dozens of bullets, than thousands of bb's.
    • Mcfarland needs to hang himself out of the game entirely.
    • Both rocket lawn chairs are fine (including gunner) though could use less vs infantry damage.
    • sniper rifles are fine.
    • Pic and Railgun need 1 bullet per clip and original ren reload times.
    • Purchasable weapons need removing completely and replaced with weapon drops

  7. Agreed. Nothing else needs to be said.

    I beg to differ sir! I great deal of bitching potential can be found here. *cracks knuckles* unfortunately ive already made this thread elsewhere.

    Mammys used to be able to see stanks at like 25 meters at least from their vehicle and sbh at like 5, now its 0 you simply cant see them at all.

    You may have misunderstood. We agree with you. What we are advocating, and what is happening in the next patch, is tanks will be able to see stealth from farther away than they currently can.

    i know, i was joking about not agreeing. lol

  8. Agreed. Nothing else needs to be said.

    I beg to differ sir! I great deal of bitching potential can be found here. *cracks knuckles* unfortunately ive already made this thread elsewhere.

    Mammys used to be able to see stanks at like 25 meters at least from their vehicle and sbh at like 5, now its 0 you simply cant see them at all.

  9. Stealth is completely broken. lol

    All vehicles regardless of type need to be able to see cloaked objects from at least some distance from themselves.(If im in a mammoth tank, a stank could bump into me and would not show up at all apart from dust tracks under its treads. not even a glimmer. If im manning a turret, a stank could drive past me right next to me again not showing up even a little bit. totally broken.)

    SBH

    Swimming, Sprinting, Jumping, Being shot at, should all make the SBH visible via its stealth effect

    if an sbh runs past you on most maps the bloom is so high that looking for extremely faint shiny blue textures just isnt happening. they can swim and remain totally cloaked (seriously? standing in rain and being completely submerged in water is totally different.), they can jump dance and prance about as much as they want and will not effect their cloak even a little. i can shoot them and it will not effect their level of cloak.

    that coupled with lots of players deliberately switching to nod every game and abusing the shit out of this is just saddening.

  10. I always thought it would be neat to see a sewer (tunnel) systems accessed via ladders/manholes.

    I think a subway line leading from one base to the other would be cooler. especially if the trains still worked. how scary would that be.. lol

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